/*
 * Copyright 2016, Blender Foundation.
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * Contributor(s): Blender Institute
 *
 */

/** \file draw_common.h
 *  \ingroup draw
 */

#ifndef __DRAW_COMMON_H__
#define __DRAW_COMMON_H__

struct DRWPass;
struct DRWShadingGroup;
struct GPUBatch;
struct GPUMaterial;
struct Object;
struct ViewLayer;
struct ModifierData;
struct ParticleSystem;
struct PTCacheEdit;

#define UBO_FIRST_COLOR colorWire
#define UBO_LAST_COLOR colorGridAxisZ

/* Used as ubo but colors can be directly referenced as well */
/* Keep in sync with: common_globals_lib.glsl (globalsBlock) */
/* NOTE! Also keep all color as vec4 and between UBO_FIRST_COLOR and UBO_LAST_COLOR */
typedef struct GlobalsUboStorage {
	/* UBOs data needs to be 16 byte aligned (size of vec4) */
	float colorWire[4];
	float colorWireEdit[4];
	float colorActive[4];
	float colorSelect[4];
	float colorTransform[4];
	float colorLibrarySelect[4];
	float colorLibrary[4];
	float colorLamp[4];
	float colorSpeaker[4];
	float colorCamera[4];
	float colorEmpty[4];
	float colorVertex[4];
	float colorVertexSelect[4];
	float colorVertexUnreferenced[4];
	float colorVertexMissingData[4];
	float colorEditMeshActive[4];
	float colorEdgeSelect[4];
	float colorEdgeSeam[4];
	float colorEdgeSharp[4];
	float colorEdgeCrease[4];
	float colorEdgeBWeight[4];
	float colorEdgeFaceSelect[4];
	float colorEdgeFreestyle[4];
	float colorFace[4];
	float colorFaceSelect[4];
	float colorFaceFreestyle[4];
	float colorNormal[4];
	float colorVNormal[4];
	float colorLNormal[4];
	float colorFaceDot[4];

	float colorDeselect[4];
	float colorOutline[4];
	float colorLampNoAlpha[4];

	float colorBackground[4];
	float colorEditMeshMiddle[4];

	float colorHandleFree[4];
	float colorHandleAuto[4];
	float colorHandleVect[4];
	float colorHandleAlign[4];
	float colorHandleAutoclamp[4];
	float colorHandleSelFree[4];
	float colorHandleSelAuto[4];
	float colorHandleSelVect[4];
	float colorHandleSelAlign[4];
	float colorHandleSelAutoclamp[4];
	float colorNurbUline[4];
	float colorNurbVline[4];
	float colorNurbSelUline[4];
	float colorNurbSelVline[4];
	float colorActiveSpline[4];

	float colorBonePose[4];

	float colorCurrentFrame[4];

	float colorGrid[4];
	float colorGridEmphasise[4];
	float colorGridAxisX[4];
	float colorGridAxisY[4];
	float colorGridAxisZ[4];

	/* NOTE! Put all color before UBO_LAST_COLOR */

	/* Pack individual float at the end of the buffer to avoid alignment errors */
	float sizeLampCenter, sizeLampCircle, sizeLampCircleShadow;
	float sizeVertex, sizeEdge, sizeEdgeFix, sizeFaceDot;
	float gridDistance, gridResolution, gridSubdivisions, gridScale;

	float pad_globalsBlock;
} GlobalsUboStorage;
/* Keep in sync with globalsBlock in shaders */
BLI_STATIC_ASSERT_ALIGN(GlobalsUboStorage, 16)

void DRW_globals_update(void);
void DRW_globals_free(void);

struct DRWShadingGroup *shgroup_dynlines_flat_color(struct DRWPass *pass);
struct DRWShadingGroup *shgroup_dynlines_dashed_uniform_color(struct DRWPass *pass, float color[4]);
struct DRWShadingGroup *shgroup_dynpoints_uniform_color(struct DRWPass *pass, float color[4], float *size);
struct DRWShadingGroup *shgroup_groundlines_uniform_color(struct DRWPass *pass, float color[4]);
struct DRWShadingGroup *shgroup_groundpoints_uniform_color(struct DRWPass *pass, float color[4]);
struct DRWShadingGroup *shgroup_instance_screenspace(struct DRWPass *pass, struct GPUBatch *geom, float *size);
struct DRWShadingGroup *shgroup_instance_solid(struct DRWPass *pass, struct GPUBatch *geom);
struct DRWShadingGroup *shgroup_instance_wire(struct DRWPass *pass, struct GPUBatch *geom);
struct DRWShadingGroup *shgroup_instance_screen_aligned(struct DRWPass *pass, struct GPUBatch *geom);
struct DRWShadingGroup *shgroup_instance_empty_axes(struct DRWPass *pass, struct GPUBatch *geom);
struct DRWShadingGroup *shgroup_instance_scaled(struct DRWPass *pass, struct GPUBatch *geom);
struct DRWShadingGroup *shgroup_instance(struct DRWPass *pass, struct GPUBatch *geom);
struct DRWShadingGroup *shgroup_instance_alpha(struct DRWPass *pass, struct GPUBatch *geom, float alpha);
struct DRWShadingGroup *shgroup_instance_outline(struct DRWPass *pass, struct GPUBatch *geom, int *baseid);
struct DRWShadingGroup *shgroup_camera_instance(struct DRWPass *pass, struct GPUBatch *geom);
struct DRWShadingGroup *shgroup_distance_lines_instance(struct DRWPass *pass, struct GPUBatch *geom);
struct DRWShadingGroup *shgroup_spot_instance(struct DRWPass *pass, struct GPUBatch *geom);
struct DRWShadingGroup *shgroup_instance_mball_handles(struct DRWPass *pass);
struct DRWShadingGroup *shgroup_instance_bone_axes(struct DRWPass *pass);
struct DRWShadingGroup *shgroup_instance_bone_envelope_distance(struct DRWPass *pass);
struct DRWShadingGroup *shgroup_instance_bone_envelope_outline(struct DRWPass *pass);
struct DRWShadingGroup *shgroup_instance_bone_envelope_solid(struct DRWPass *pass, bool transp);
struct DRWShadingGroup *shgroup_instance_bone_shape_outline(struct DRWPass *pass, struct GPUBatch *geom);
struct DRWShadingGroup *shgroup_instance_bone_shape_solid(struct DRWPass *pass, struct GPUBatch *geom, bool transp);
struct DRWShadingGroup *shgroup_instance_bone_sphere_outline(struct DRWPass *pass);
struct DRWShadingGroup *shgroup_instance_bone_sphere_solid(struct DRWPass *pass, bool transp);
struct DRWShadingGroup *shgroup_instance_bone_stick(struct DRWPass *pass);
struct DRWShadingGroup *shgroup_instance_bone_dof(struct DRWPass *pass, struct GPUBatch *geom);

struct GPUShader *mpath_line_shader_get(void);
struct GPUShader *mpath_points_shader_get(void);

struct GPUShader *volume_velocity_shader_get(bool use_needle);

int DRW_object_wire_theme_get(
        struct Object *ob, struct ViewLayer *view_layer, float **r_color);
float *DRW_color_background_blend_get(int theme_id);

bool DRW_object_is_flat(Object *ob, int *axis);
bool DRW_object_axis_orthogonal_to_view(Object *ob, int axis);

/* draw_armature.c */
typedef struct DRWArmaturePasses {
	struct DRWPass *bone_solid;
	struct DRWPass *bone_outline;
	struct DRWPass *bone_wire;
	struct DRWPass *bone_envelope;
	struct DRWPass *bone_axes;
	struct DRWPass *relationship_lines;
} DRWArmaturePasses;

void DRW_shgroup_armature_object(struct Object *ob, struct ViewLayer *view_layer, struct DRWArmaturePasses passes);
void DRW_shgroup_armature_pose(struct Object *ob, struct DRWArmaturePasses passes, bool transp);
void DRW_shgroup_armature_edit(struct Object *ob, struct DRWArmaturePasses passes, bool transp);

/* draw_hair.c */

/* This creates a shading group with display hairs.
 * The draw call is already added by this function, just add additional uniforms. */
struct DRWShadingGroup *DRW_shgroup_hair_create(
        struct Object *object, struct ParticleSystem *psys, struct ModifierData *md,
        struct DRWPass *hair_pass,
        struct GPUShader *shader);

struct DRWShadingGroup *DRW_shgroup_material_hair_create(
        struct Object *object, struct ParticleSystem *psys, struct ModifierData *md,
        struct DRWPass *hair_pass,
        struct GPUMaterial *material);

void DRW_hair_init(void);
void DRW_hair_update(void);
void DRW_hair_free(void);

/* pose_mode.c */
bool DRW_pose_mode_armature(
    struct Object *ob, struct Object *active_ob);

#endif /* __DRAW_COMMON_H__ */
